Pony Island: Playing as a Pony to Defeat the Devil. No, that's not a Spoiler.

Pony Island, released by indie developer and one man show Daniel Mullins Games, is one of a multitude of games which can claim the overly awarded “Overwhelmingly Positive” rating on Steam. Labeled OP, these games have a ninty-five percent approval rating by Steam users (There's also a minimum number of rating requirement). But unlike the average reviewer, Steam uses a binary system, “Would you recommend this game?”: yes or no. It's not surprising then that approximately three hundred and fifty games, expansions, and soundtracks are OP. This catalog includes Portal and Bastion, but also Iron Snout, NEKOPARA Vol. 2, and at number three, This War of Mine - War Child Charity DLC(?).

Pony Island is a member of the increasingly popular genre of the metagame: a game that knows it is a game, that the player knows that it knows is a game, the game knows that the player knows that it's a game. So when Pony Island pretends to pretend (and intentionally fails) its a game about ponies its not to be taken seriously. It pretends to be about pink ponies and rainbows, but as the trailer succinctly states, “This is not a game about ponies.” Instead it's about a cursed arcade machine, its demonic inhabitants, and the quest to free the damned souls within, while playing (mostly) as a pony/undead-monster with beautiful/hideous fairy-wings/dragon-scales. Problem: the player's avatar isn't even a pony, when it's supposed to be one. It's very clearly a unicorn with a horn sticking out of its forehead. Solution: the horn is useless, instead the pony learns to shoot lasers out of its mouth.
Pony Island acquires its gameplay mechanics from a few sources, and with a few updates, constructs a Frankenstein-like monster, with the seams showing. The mechanics include jumping over gates as a pony (while shooting demonic faces/beautiful butterflies), simple programming to manipulate the arcade console's code, a simplified space invaders, a satanic version of the Settlers of Catan, and some word games to outsmart the three demons. But while each mechanic is unique they are simplified versions seen in other games. The pony sections, which comprise the largest single component of gameplay are repeated, but with only mild variations. And while the programming sections vary a bit more, the diversity in their solutions is too minimal to engage. The whole game feels as if mechanics, taken from other games, were diluted instead of expanded, leaving even the two hours seem stretched.

Instead, Pony Island tries to carry the player to the finish on the back of the story. But the poor creature doesn't have the strength for that either. In fact the plot is damningly straightforward. Satan, Lucifer, the Devil, has used an arcade cabinet to capture the souls of players. He alters the game to defeat any player, no matter their skill. Oddly, he does this through the mundanity of code, altering it instead of using demonic magic. Meanwhile, one doomed soul has discovered a fault in the program, he offers to aid you. As the player plays, weaknesses, like cracks in a building, are opened by the players ally to directly reprogram the machine and bypass the game. This conflict between two personalities vying for the players attention is a common technique for developing tension. And it's often combined with another technique, the false friend and untrusted but true ally.
The player first meets h0peles$0uL and 1U©iF#r after Pony Island crashes, and the player gains access to the desktop. These two handles greet the player in chat boxes, and compete for his attention. H0peles$0uL claims to be trapped in the console, and willing to help the player, while 1U©iF#r demonstrates his power over the player by making him type, “Yes Master”. The obvious enemy is 1U©iF#r, the clear ally, h0peles$0uL. But is Pony Island that straightforward? Yes. It rejects the tension and payoff available through deception. There is no climactic reveal, no betrayal, only an endless slog until Satan's defeat. In Pony Island the friend is the friend, the Devil is the foe. While it couldn't be any other way, it seems to have missed an opportunity in its transparency, for never does the player believe any other outcome is possible.

Yet, though the overall arc of Pony Island is predictable, and is beatable in two hours, it contains a number of unique scenes, ideas, and tricks. The most prominent, as detailed by other reviewers, occurs when confronting the third demon, Baphomet. Pony Island accesses the Steam friends list to mess with the player. Random friends send messages, beginning innocently, yet questioningly with, “How is Pony Island? Looks like it is for wimps,” and culminating with the obviously-not-them, “GIVE LUCIFER YOUR SOUL!” (I paraphrase as the exact statements escape my recollection, but the overall idea remains true). But other parts of the game repeat themselves with a new coat of paint, as the black and white aesthetic of pony jumping and console programming is repeated with brightly colored pony jumping and manipulating the flight paths of butterflies.
Upon completion of the game (and victory over the demons that reside in the arcade console's innards), your ally, a trapped soul, implores you to delete the game from your hard-drive, freeing him forever. I was ready to comply. It's not that Pony Island isn't an enjoyable experience, but that it emptied its bag of tricks in the first hour. I suspect there is more, the game hints of secrets and mysteries. There's tickets to collect, an opportunity to discover the history of the machine, and some riddles about Abu Al-Kindi, Theodore, and the Crusades. There's a lot to unearth, all tied up with a nice Templar bow, but it didn't engage me. Pony Island doesn't deserve a spot in the increasingly crowded field of Overwhelmingly Positive games, yet when I have to award it a thumps up or a thumps down, I'll be approximately the 5,152nd person to propel it upward.

Pony Island, though not a stroll through emerald glades under a golden sun, is worth the short ride through demon invested territory that it offers. 

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